Bardo

Characters, World, and Memory

What Bardo keeps, where it lives and who knows what.

Characters and Places

A story has characters, places, items and facts. They live in Markdown files in the project:

  • characters/, npcs/, items/ and world/ hold the entities and their facts.
  • The first character is Traveler. You can rename and extend them in the files.

What the World Remembers

Bardo keeps a history of what happened:

  • Events record each change, with a full snapshot every 16 events and small deltas between.
  • Revisions keep every version of every file. Your own edits are never compacted away.
  • A cache of the files makes play fast. It can be rebuilt from the files at any time; the files win.

Who Knows What

Characters know only what they have seen or been told. A fact you tell a character in speech becomes known to them, and the character and memory views expose the supported knowledge records. Secrets stay with the people who hold them and are not narrated to others.

Memory and Recall

The Storyteller can recall earlier events when it answers. Recall is bounded: it reads a small slice of the world, not everything. Common read paths use bounded windows, but some repair, checkpoint and meeting paths still load more of the world. Storage grows with file revisions and event history; constant cost for every operation has not been established.

Keep as Fact

You can keep a sentence from the prose as a fact about a person or place. Nothing is promoted automatically; keeping a fact is your decision.

The runtime already has memory, recap and relationship records. The broader memory and world simulation architecture is still a plan; existing records do not establish universal recall or autonomous simulation. See Limitations.

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